How to Make a Garry's Mod Playermodel (Pt. 1) | Bones and Faceposing

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here's a list of the things this tutorial is going to be covering here's a list of all the things you need to download all the links are in the description in the case of the proportion trick skip script there is no GitHub release that you can download directly so you just have to click code download zip and that's good enough the most important thing you're going to be downloading is blender do not download the installer make sure to go down here and click on the portable zip file because we're going to be having more than one version installed so yes get the portable zip file for the new version as well as the old version do not get the MSI or any of these other ones windows 64. make sure to get the zip ones and just unpack both of them into separate folders labeled their version number so we can keep track of them later make sure to download the blender Source tools plugin for the newest version blender as well as the blender 2.74 plus 2.10.2 version in the case case of vtf edit which is what we'll be using to mess with texturing there's two links because if you have problems with the Wayback machine link you can use Top Hat waffles version I think it might be updated so yeah use this one first if you have problems with it or if you can't get it to work try this version so the first thing you're going to want to do is you're going to want to set up crowbar just drag and drop that into a folder name it crowbar or whatever and then run the exe mine is already set up of course but uh I'm assuming that yours is probably going to either ask to scan for game folders or if it doesn't you have to go over to setup games tab up at the top here and then under Library path just to direct it toward whatever folder your steam library is in mine is on the F drive so I have it set to F steam Library make sure to download my player model template compiles folder as well because that's very important and you're going to be using the files that are in here extensively for what we're going to be doing and it's going to make your life a lot easier I promise I'll open up the new version of blender that you downloaded before we get started working on the model we're going to install the source tools so go over to edit and go down to preferences and go to the add-ons tab right there click install and you're going to go to your downloads folder and you're just going to click on the blender Source tools zip file do not unpack the zip file leave it in the zip find the ZIP file click on it and then click install I already have it installed so it's not here well actually it is it's right there but you and once it's done it'll show up um all these add-ons will disappear a little thing will pop up that just says blender Source tools you click the check mark next to it and then you exit out you restart blender you're also going to open blender 2.79 this is the old version and you're going to go to user preferences add-ons again install add-on from file and do the exact same thing that we did in the new version it doesn't bring it up for you in this version so you just have to type in source and oh it's already checked so we just click save user settings and restart what we're going to do now is we're going to import our model that we want to turn into a player model this can be any model it doesn't matter where you get it from it doesn't matter what file type it is as long as it's something that blender can open we can turn it into a player model this will work for any biped model even biped models that are digital grade like these ones you do need to be familiar with blender in order to uh at least a little bit familiar with blender in order to do this stuff we want to get our model into blender so we can start working on it so you're going to go to file and if it's a DOT blend file click open if it's a SMD you're going to go down here to SMD if it's just look through these different names and as long as it's not a DOT blend file you won't be using the open that you will be using the import so just look through this list of file types and if it's not any of these I'm sure there's a plug-in that you can get somewhere that will allow you to import that specific kind of model assuming your model has a skeleton which it should if it doesn't evil needs to rig it to a skeleton which I'm not here to show you how to do most uh models are rigged so the first thing that we're going to do is we're going to turn the skeleton into a valve biped in other words we're going to change the names of each bone to a to the corresponding bone name that valve uses for their models I know Gary smart is a valve game but it's a mod for Half-Life 2 which is a valve game so it uses the valve pipe head naming scheme so that's what we're going to be doing so in the player model template compile folder that I included there is a text file called filefiped.txt it asks the name of every single bone that the valve by pet skeleton uses so you will need to name all of your bones in your player model after these you're going to click on your skeleton uh if you can't see your skeleton you have to you have to click on it in collections up here and then go down to the Armature Tab and under viewport display you're going to check in front and once you do that you'll be able to see your bones through your model okay so first select the skeleton in object mode and then we're going to go to pose mode and within post mode we're just going to grab the first bone I'm going to grab the uh right clavicle and then you go to the Bone tab over here and this is the name right there and we're just going to go to the valve byped text file and find the corresponding name so the valve piped name for the right clavicle is this I'm not going to bother saying that because it's a mouthful so we're just going to copy it and then click this Ctrl V and there we go so that's one bone down and I'm just going to do that for all the main bones especially the fingers make sure to do the finger names as well because if you do not you will not have finger posing once we get it into Gmod the fingers start with the thumb so the thumb is finger zero uh and it goes from thumb to index all the way to pinky so um pinky is finger four and thumb is finger zero so that should give you an idea of what the other fingers are you'll come across situations like this where you may have more bones than what is listed in the valve pipe head names and you might have less bone so in this instance valve pipe head only has one bone for the neck and one bone for the head and in this case there is two neck bones and one head bone so in this case I'm just going to choose which bone I want to be the real neck bone I'm going to use this bone right here as the real neck so in other words I'm going to copy the valve pipette name to it and then the second one I'll just ignore and we'll deal with that on at a later stage you'll you'll see how we deal that later on and then the head I'll go ahead and name to valve my head head and one more detail that's very important is the spine valve bipeds have four spine bones spine spine one two and four I don't know why valve has naming schemes like this I mean I guess it's another valve can't count to three kind of a thing but that's how it is and for player models the uppermost spine always needs to be spine for regardless of what order it's in so in this case there are I think there's only one spine model actually okay now there is actually other spine models that are hiding um Within within the other bones that's confusing uh but I will just press h on my keyboard to hide the bone that is getting in the way um and we can focus on renaming these and there are only three spine Bones on this model but spine four needs to be included regardless of the fact that we don't have for spine bone we are going to copy that and we're going to name the uppermost spine bone being the one that the clavicles and neck are attached to and we are going to change it to valve wipe head spine 4. that's really important the other spine bones that are below spine four go in the correct order so in other words this one is going to be just spine and this one is going to be spine one uh again with the weird naming scheme but that's how it is so spine spine one spine four doesn't make sense needs to be that way and if you have more than four spine bones yeah you're basically going to do the same thing um but leave the other spine Bones the extra ones um un valve bipedified and we'll deal with them in the same way that we're going to deal with the extra neck bone hope that makes sense um valve is weird so I'll do that all off camera to save time the bone that we hid earlier that was in the way of the spine bones we also need to name uh to the valve biped pelvis I unhid it by pressing alt H which undoes undo's undoes a hiding that I did earlier all of the bones have been renamed to their valve biped equivalents which is great you will notice that there's a lot of extra bones that I did not name to the valve biped uh standard and that's because the valve biped standard does not have support for these specific bones I'm leaving them there because even though they won't be used by the player model when we turn it into a ragdoll you will be able to move these bones and they are useful for posing now that everything has been named properly we need to scale this accordingly because for some reason every game and every 3D software uses a different scale I'm not really sure why that is but that's just kind of how things are so the chances are this is either really really tiny or really really big in comparison to normal Garry's mod player models so in the in the player model template compile thing that I gave you there should be a size reference folder and this is mail 07 just his model from uh Gary's mod and we are going to use that to figure out what size to make our model here so we go to file import Source engine SMD and we're going to go to size reference mail 07 and before you click import go over here and click make new Armature because if you have a pen to Target that will cause problems uh because it will try to attach things to the skeleton we currently have and that will that that's bad and import and that is the size of a Gary's mod player model so if we wouldn't have done that Anna here would have been ant size uh what you're going to want to do is you're going to want to select the skeleton that uh Mr Melo 7 has here so just select it and then click delete on your keyboard to get rid of it because we don't need it my model is made up of a bunch of little tiny pieces so I'm just going to go over to the collection and I'm going to shift select all of them and then shift select the Armature which is the skeleton and then you're gonna press s on the keyboard and move my mouse to scale I don't actually know how tall Anna is in the game and I don't know how tall male 07 is but assuming he's like the average male height we'll make Anna just a couple of inches shorter your model doesn't actually have to be realistically sized I'm just doing this because Anne is a human and it would be weird to make her really tiny but if your model is small uh like supposed to be small that's fine you still want to scale it according to like if it's Nico from one shot or whatever it's probably going to be like that size which is fine you could do that but your model can be as big or how small as you want it to be even ridiculously sized like this uh Samuel Hayden model from one of our videos yeah really really really tiny models and really really big models are going to have like animation issues it'll work it'll just look kind of fun we're done scaling so we can delete him now this is a very important step never forget to do this because if you do it will ruin everything and you will cry so after scaling press a a couple times to unselect everything and then select all the pieces and once you have everything selected including the Armature you're going to press Ctrl a click apply location you're gonna do it again and you're gonna do rotation and you're gonna do it again and you're gonna click scale that is very important if you do not apply your location your rotation and your scale everything's gonna break and you have to apply it to everything um so if your model is in multiple pieces like mine is every single little piece needs to have that applied that's why we selected all you could probably also just click all transforms instead of doing each one individually but I'm very paranoid and odd so I I just feel safer doing it one at a time like that the next thing that we're going to do is face posing yep we're already there if your character does not have a face you can skip this part entirely it doesn't matter before you start making your facial flexes you need to combine the different parts of your mesh that make up the face and head into one single piece hair doesn't matter the hair can stay separate but the eyeballs and the eyelashes and any other part of the face that's going to be moving or part of the shape key flexes need to all be one single object we're going to go to wireframe view which is accessible up here we're going to select our tongue first and then her head and then her teeth the order doesn't matter just select all the pieces uh that make up for the face and head and then we're gonna press Ctrl J and now when I move her head everything should move along with it all these things sticking out of her face right now are uh bones obviously but they control different areas of her face uh like her eyebrows and whatever and right now it's kind of hard to see her face because of the bones so what we're going to do we're gonna go to the Armature Tab and we're going to display as something other than octahedral uh octahedral because octahedral makes things really hard to see and we're going to go with wire right now because that gives the best visibility so go to pose mode and now that we are in pose mode we can grab each bone and move it around using um you can either use these you just click on them and if you don't like the extremely precise way of moving things just between areas like that you just press a g and move your mouse uh and you can move it in any direction that you want within Gary's Mod when you're face posing a character you you see this list on your face posing tool of all the different facial flexes that you have control over and you'll notice that most models default models go in a very specific order you don't have to make Flexes in that order it does help to organize things and get a a very specific set of of flexes that you want on your model and I have already done that with previous models that I have made so I have my flexes right here uh that I'm going to just copy these in the same order for this character here so we're going to start off with before you make facial flexes first you have to make a basis so click on the head go to shape keys under this tab click plus that's your basis we just want to close her eyes to grab the upper eyelid uh actually grab both by shift clicking and view Viewpoint front or numpad one for people who are normal and we're going to move those almost all the way down because normal people when they blink their lower eyelids also move just a little bit they move up to meet the upper eyelid but that's a little bit too much so okay anyways there's our blank uh object mode select the Armature go to the modifiers tab go to Armature modifier click the little arrow and click apply as shape key go to add modifier Armature and under object select the skeleton it'll go back to the pose that we have it in but we don't want that because we want it to be in the default post so go back to pose mode on the skeleton select all the bones and press alt R alt G and that will reset it click on the head again and now we have a shape key called Armature by default because we just made it using the Armature aka the skeleton but it's actually our blink pose that is how you make a facial Flex so we are going to actually uh select the head and under shape keys we're going to rename this to link don't use spaces uh when you name your shape keys because we will need to reference these in a file later on cannot have spaces in them because that will cause issues so don't use spaces you can use capitals and I don't think you can use underscores either I'm not sure some characters will not have face bones which means uh you will have to use a different technique go to shape Keys click plus again so I'll name it smile selector head but if your model is all one piece that's fine just select it go to edit mode so in edit mode make sure you have a Vertex select and then over here there's this little circle button that says proportional editing at editing and you're going to click on that select the edge of her mouth right there and press G to move it and because we have proportional editing enabled we have this big circle up here right here along the edges and that basically means that it's going to move all of the little points within this specific circle of influence and you can adjust the circle size by scrolling your mouse wheels so if I scroll back it gets bigger and more of her face moves along where we're grabbing it and if I scroll forward less of her face moves yeah so if we want her to smile just doing this very quickly as an example so it's going to look really weird but yeah so we'll do that there we'll do that there and then go back to object mode and now we have basis and then if we go to smile and adjust the value it will go back and forth between the new flex that we just created and that is how you make facial flexes without bones for Gary's Mod according to my standard it doesn't have to be your standard but my standard uh the next poses that we're gonna or the next facial flexes that we're going to be making are the eyes so we are going to this is how we're going to do eye posting there's actually a couple ways that you can do eye posing this in my opinion is the easiest way to do eye posing is by making it into a facial Flex which is not how most models do it because most models use the iposer tool in Gary's mod but in order to have support for the iposer tool you need to use this really weird system that's really complicated and I don't know how to explain it but it involves overlaying an image of an iris on top of the eye and moving the image as opposed to actually rotating the eyeball and it's I don't feel like messing with that so we're just going to turn um eye rotations into facial flexes so it'll just show up in the face posing tab as opposed to having to use the eye poser which really doesn't matter that much to me in order to do eye posing you kind of need to see the eyes if that wasn't immediately obvious so we need textures and I already have textures applied to my model but you probably won't have textures what you need to do select your head or character and you're going to go to the materials Tab and look for anything that says I or eyes or face or anything uh even if you just have a single material for your entire character chances are the eyes are going to be on it somewhere so in my case I just have a material actually called Anna Bray eye and then under here this normally isn't going to be here it's probably going to look like some something like this which is just the default there might be a use nodes button like there was for me you're just going to click that and then you're going to select this material that's for the eyes I'll just name this eyes example you're going to select this and then after you click use nodes you're going to go over here to the shading tab now that we're in the shading tab under here you click this and here's a list of the materials so I'm on eyes example click in this empty spot you're going to go shift a search type in image image texture open and you're going to browse to your textures folder your models textures and a Bray eye if you don't know which one of these textures to choose look for one that says diffuse or Albedo I'll explain what those are when we get to the materials tutorial but we're not there yet so just find either diffuse or Albedo and you're going to click open image and then you're going to click on this little yellow Dot and bring it over to base color and once you do that you should be able to see your eyes so when you're done in the shading tab just go back to layout uh mine's over here here's we'll probably be over there and now we can post the ice if we rotate the eyes like this they're gonna do that and we don't want that we're gonna go up here and we're gonna click this and we're going to change it to individual Origins and now they actually move the way they're supposed to ice look right is what I usually do first so we're just going to rotate them so let me just go back to object mode select the head again go to modifiers click the arrow apply a shape key and now for eyes look up and down a little bit more that needs to be done if you want it to be realistic in real life when people look down their lower eyelid moves um a little bit take a picture of yourself looking down if you want to see I guess whatever anyways um so I'm going to move the eyelids down a little bit or maybe rotate them just experiment and see what looks good same as last time I'm not going to go through every single face pose you get the basic idea I mean if you want a list of useful flexes to have uh there is a list right here as well as some mouth shapes for speaking if you want to use it for animation or whatever you can even use this uh guide for importing models or porting models to Source Filmmaker or whatever [Music]
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Channel: Deadwater 2nd Channel
Views: 29,537
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Keywords: How to Make a Garry's Mod Playermodel (Pt. 1) | Bones and Faceposing, face posing, eye posing, jigglebones, bodygroups, ragdoll, idle blinking animations, BlueFlyTrap's pseudo-PBR materials, proportion trick, rig, rigging, c arms, v arms, viewmodel arms, c hands, first person hands, custom arms, How to Make a Garry's Mod Playermodel: Setting Up
Id: jgQHGhqmZg4
Channel Id: undefined
Length: 25min 50sec (1550 seconds)
Published: Thu Aug 10 2023
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